This commit is contained in:
Zuhayr
2014-12-23 00:00:48 +10:30
301 changed files with 5059 additions and 4574 deletions

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@@ -1,6 +1,5 @@
//Vox pinning weapon.
/obj/item/weapon/gun/launcher/spikethrower
name = "Vox spike thrower"
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
@@ -65,7 +64,6 @@
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
/obj/item/weapon/gun/energy/noisecannon
name = "alien heavy cannon"
desc = "It's some kind of enormous alien weapon, as long as a man is tall."
@@ -119,4 +117,4 @@
/obj/item/projectile/energy/sonic/proc/split()
//TODO: create two more projectiles to either side of this one, fire at targets to the side of target turf.
return
return

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@@ -1,7 +1,7 @@
/obj/item/weapon/gun/energy
icon_state = "energy"
name = "energy gun"
desc = "A basic energy-based gun."
icon_state = "energy"
fire_sound = 'sound/weapons/Taser.ogg'
var/obj/item/weapon/cell/power_supply //What type of power cell this uses

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@@ -1,6 +1,6 @@
/obj/item/weapon/gun/energy/laser
name = "laser carbine"
desc = "a basic weapon designed kill with concentrated energy bolts"
desc = "A basic weapon designed to kill with concentrated energy bolts."
icon_state = "laser"
item_state = "laser"
fire_sound = 'sound/weapons/Laser.ogg'
@@ -186,4 +186,4 @@ obj/item/weapon/gun/energy/laser/retro
if(!power_supply) return 0
power_supply.give(100)
update_icon()
return 1
return 1

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@@ -53,7 +53,7 @@
return 0
/obj/item/weapon/gun/energy/gun/nuclear
name = "Advanced Energy Gun"
name = "advanced energy gun"
desc = "An energy gun with an experimental miniaturized reactor."
icon_state = "nucgun"
origin_tech = "combat=3;materials=5;powerstorage=3"

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@@ -52,6 +52,7 @@
name = "pulse destroyer"
desc = "A heavy-duty, pulse-based energy weapon."
cell_type = "/obj/item/weapon/cell/infinite"
fire_delay = 10
attack_self(mob/living/user as mob)
user << "\red [src.name] has three settings, and they are all DESTROY."
@@ -59,10 +60,11 @@
/obj/item/weapon/gun/energy/pulse_rifle/M1911
name = "m1911-P"
name = "\improper M1911-P"
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911-p"
cell_type = "/obj/item/weapon/cell/infinite"
fire_delay = 10
isHandgun()
return 1
return 1

View File

@@ -214,7 +214,7 @@ obj/item/weapon/gun/energy/staff/focus
projectile_type = "/obj/item/projectile/energy/phoron"
/obj/item/weapon/gun/energy/sniperrifle
name = "L.W.A.P. Sniper Rifle"
name = "\improper L.W.A.P. sniper rifle"
desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
icon = 'icons/obj/gun.dmi'
icon_state = "sniper"

View File

@@ -1,4 +1,3 @@
/obj/item/weapon/gun/energy/taser
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
@@ -10,12 +9,6 @@
cell_type = "/obj/item/weapon/cell/crap"
/obj/item/weapon/gun/energy/taser/cyborg
name = "taser gun"
desc = "A small, low capacity gun used for non-lethal takedowns."
icon_state = "taser"
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
projectile_type = "/obj/item/projectile/beam/stun"
cell_type = "/obj/item/weapon/cell/secborg"
var/charge_tick = 0
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
@@ -107,5 +100,3 @@
force = 10
matter = list("metal" = 200000)
projectile_type = "/obj/item/projectile/energy/bolt/large"

View File

@@ -3,8 +3,8 @@
#define MAGAZINE 2
/obj/item/weapon/gun/projectile
desc = "A classic revolver. Uses 357 ammo"
name = "revolver"
desc = "A classic revolver. Uses 357 ammo"
icon_state = "revolver"
caliber = "357"
origin_tech = "combat=2;materials=2"
@@ -117,4 +117,3 @@
if(istype(AC))
bullets += 1
return bullets

View File

@@ -16,7 +16,7 @@
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "Uzi"
name = "\improper Uzi"
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
icon_state = "mini-uzi"
w_class = 3.0
@@ -143,4 +143,5 @@
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
rough and poor attempt at making that happen. -Ausops */
rough and poor attempt at making that happen. -Ausops */

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@@ -1,7 +1,6 @@
//AMMUNITION
/obj/item/weapon/arrow
name = "bolt"
desc = "It's got a tip for you - get the point?"
icon = 'icons/obj/weapons.dmi'
@@ -28,7 +27,6 @@
item_state = "bolt"
/obj/item/weapon/arrow/quill
name = "vox quill"
desc = "A wickedly barbed quill from some bizarre animal."
icon = 'icons/obj/weapons.dmi'
@@ -37,7 +35,6 @@
throwforce = 5
/obj/item/weapon/arrow/rod
name = "metal rod"
desc = "Don't cry for me, Orithena."
icon_state = "metal-rod"
@@ -50,7 +47,6 @@
src.Del()
/obj/item/weapon/gun/launcher/crossbow
name = "powered crossbow"
desc = "A 2557AD twist on an old classic. Pick up that can."
icon_state = "crossbow"
@@ -173,7 +169,6 @@
..()
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
if(!user || !cell || !in_chamber) return
if(cell.charge < 500) return
if(in_chamber.throwforce >= 15) return
@@ -262,4 +257,4 @@
del(src)
return
else
..()
..()

View File

@@ -1,5 +1,4 @@
/obj/item/weapon/gun/launcher
name = "launcher"
desc = "A device that launches things."
icon = 'icons/obj/weapons.dmi'
@@ -87,4 +86,4 @@
return 1
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
return
return

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@@ -149,4 +149,4 @@
desc = "a silencer"
icon = 'icons/obj/gun.dmi'
icon_state = "silencer"
w_class = 2
w_class = 2

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@@ -27,7 +27,6 @@
tank_container.tag = "gas_tank_holder"
/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
set name = "Set Valve Pressure"
set category = "Object"
set src in range(0)
@@ -37,7 +36,6 @@
usr << "You dial the pressure valve to [pressure_setting]%."
/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
set name = "Eject Tank"
set category = "Object"
set src in range(0)
@@ -79,7 +77,6 @@
user << "That won't fit into the hopper."
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
if(contents.len > 0)
var/obj/item/removing = contents[contents.len]
if(removing == in_chamber)
@@ -210,4 +207,4 @@
del(src)
return
else
..()
..()

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/projectile/detective
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
name = "revolver"
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
icon_state = "detective"
max_shells = 6
caliber = "38"
@@ -71,8 +71,8 @@
/obj/item/weapon/gun/projectile/detective/semiauto
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
name = "\improper Colt M1911"
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
icon_state = "colt"
max_shells = 7
caliber = ".45"
@@ -103,7 +103,7 @@
// You can spin the chamber to randomize the position of the bullet.
/obj/item/weapon/gun/projectile/russian
name = "Russian Revolver"
name = "\improper Russian revolver"
desc = "A Russian made revolver. Uses .357 ammo. It has a single slot in it's chamber for a bullet."
max_shells = 6
origin_tech = "combat=2;materials=2"
@@ -113,7 +113,6 @@
update_icon()
/obj/item/weapon/gun/projectile/russian/proc/Spin()
for(var/obj/item/ammo_casing/AC in loaded)
del(AC)
loaded = list()
@@ -126,7 +125,6 @@
/obj/item/weapon/gun/projectile/russian/attackby(var/obj/item/A as obj, mob/user as mob)
if(!A) return
var/num_loaded = 0
@@ -155,13 +153,11 @@
return
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
if(getAmmo() > 0)
Spin()
/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
if(!loaded.len)
user.visible_message("\red *click*", "\red *click*")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
@@ -186,4 +182,3 @@
user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
return
..()

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@@ -1,5 +1,4 @@
/obj/item/weapon/gun/rocketlauncher
var/projectile
name = "rocket launcher"
desc = "MAGGOT."
icon_state = "rocket"
@@ -11,7 +10,7 @@
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = 0
origin_tech = "combat=8;materials=5"
projectile = /obj/item/missile
var/projectile = /obj/item/missile
var/missile_speed = 2
var/missile_range = 30
var/max_rockets = 1
@@ -49,4 +48,4 @@
del(I)
return
else
usr << "\red [src] is empty."
usr << "\red [src] is empty."

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@@ -134,4 +134,4 @@
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"

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@@ -170,4 +170,4 @@ var/list/beam_master = list()
icon_state = "stun"
nodamage = 1
agony = 40
damage_type = HALLOSS
damage_type = HALLOSS

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@@ -85,4 +85,3 @@
del(M)
return new_mob

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@@ -65,4 +65,3 @@
damage = 20
damage_type = TOX
irradiate = 20

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@@ -25,4 +25,4 @@
throwdir = get_dir(src,target)
M.throw_at(get_edge_target_turf(M, throwdir),15,1)
return ..()
*/
*/